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D&D 5E Fixing Channel Divinity: Twilight Sanctuary

Mistwell

Crusty Old Meatwad (he/him)
I'd like recommendations for how to adjust the power level of Channel Divinity: Twilight Sanctuary while still leaving it as a cool, useful, and flavorful ability for the Twilight Cleric.

Channel Divinity is the keystone ability for this subclass, so I don't want to nerf the power down so far that a player would not be happy with the ability anymore. But I do want to decrease it's power level to something more in-line with the games expected power level.

For reference:

Channel Divinity: Twilight Sanctuary​

2nd-level Twilight Domain feature

You can use your Channel Divinity to refresh your allies with soothing twilight.

As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:

  • You grant it temporary hit points equal to 1d6 plus your cleric level.
  • You end one effect on it causing it to be charmed or frightened.
 

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Northern Phoenix

Adventurer
Slapping Concentration on it goes a long way to balancing the Twilight Cleric in combat while still leaving it a very powerful tool. With this tiny change, the Cleric has to choose between powerful defense or powerful offense, without being able to have their cake and eat it too, which is, in my opinion, what takes Twilight Sanctuary from very powerful to truly absurd.
 



I would probably change the Darkvision the Twilight Cleric can grant to everyone to 30ft.
Reduce the Temp HP granted each round by the channel divinity to 1d6+Wisdom Mod.
 

Make the temporary HP equal to 1d6+Wis mod. Potentially double Wis mod at very high level, since PC HP tends to get pretty big after a while, even without a positive Con mod.

Concentration works, but feels a bit boring, IMO. Personally, I'd make the radius smaller to start with and let it grow over time. E.g. have its radius be 10 feet to start with, then increase to 15 and finally 20 feet. Still a nerf, but not a horrible one--like a Paladin's auras. Besides, the Twilight Cleric is supposed to be getting up in enemies' faces (that's why it gets heavier armor proficiencies).
 

Mistwell

Crusty Old Meatwad (he/him)
I would probably change the Darkvision the Twilight Cleric can grant to everyone to 30ft.
Reduce the Temp HP granted each round by the channel divinity to 1d6+Wisdom Mod.
I am just looking at the Channel Divinity. No issues with the darkvision they grant.
 

Mistwell

Crusty Old Meatwad (he/him)
Making it concentration essentially kills it for combat use most of the time, since clerics are very concentration-heavy on their spells. All that does is shift it to pre-combat with everyone at max temp hit points (6+cleric level, since you will roll a 6 at least once in that 10 rounds), which is boring in my opinion. But I can see it working OK.

What do you think about just letting people benefit once per use. So no more "I rolled a 3 last time and have not lost any temp hit points, so I am hoping to roll higher and reset it to the higher number" nor will there be "I lost all my temp hit points last round and now they're back." That would allow essentially a single burst during combat (though still dim light, and the benefits to charm and frightened,) though if someone was outside the initial radius they could get into that radius to get their one time benefit later on during that minute.
 
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DEFCON 1

Legend
I think if you keep it 1d6+ cleric level, then having it apply only once makes sense. If you want it to keep "refreshing" each round, then 1d6+WIS mod would work. Most clerics would hand out an average 4-6 THP "buffer" each round to most of the PCs.

You could also keep things the way they are but state that the pool of THP doesn't "refresh" until a character ends its turn without any THP. So PCs don't keep rolling every round trying to get higher numbers even if they hadn't been hit... instead they keep the THP they received until they lose all of it first, and only then get refreshed with new ones at the end of their turn that they are within the radius. This also gives monsters additional rounds to try and inflict actual HP loss because if the initial hit removed some THP but not enough to cause actual HP damage, that "shield" doesn't then bounce back up on the PC's turn. They will have to go the next round with a smaller remaining THP "shield" and thus might take some shots that round which could actually hurt.
 

What do you think about just letting people benefit once per use. So no more "I rolled a 3 last time and have not lost any temp hit points, so I am hoping to roll higher and reset it to the higher number" nor will there be "I lost all my temp hit points last round and now they're back." That would allow essentially a single burst during combat (though still dim light, and the benefits to charm and frightened,) though if someone was outside the initial radius they could get into that radius to get their one time benefit later on during that minute.
I think that would be fine. And it would be far less annoying to run without the constant rolling and refreshes.
 

Horwath

Hero
Ability needs to be removed or toned down a lot.

Comparing that to let's say Inspiring leader feat:
Feat needs 10 mins of prep(battle speech) vs. 1 Action for twilight sanctuary.
It gives more or less same HPs, but you can benefit from the feat only once per rest, and twilight works once per round for 10 rounds.

My suggestion:
Temp HPs equal to Wis mod + prof bonus for number of rounds equal to prof bonus.
 

vincegetorix

Jewel of the North
A tangent, sorry for that, but I dont get the link between twilight and this ability.

There should have been a Protection domain, with the Sanctuary feature, and a Twilight domain with the darkvision, flight thing and a less lame version of Invoke Duplicity from the awful trickery domain.

So for now, I'd go harsh and require an Action to create the burst of THP each round. The ability is still OP, but the cost to maintain ''OP mode'' is heavy.
 

Northern Phoenix

Adventurer
Making it concentration essentially kills it for combat use most of the time, since clerics are very concentration-heavy on their spells.

Yes, this is the point of the nerf. By adding concentration to an effect as powerful as Twilight Sanctuary, the Cleric can still cast spells like spiritual weapon, guiding bolt, healing spells, and more, but they cannot layer it with spirit guardian, Circle of Power, or summon celestial or other insane combinations. Instead, they have to choose.
 

Ancalagon

Dusty Dragon
Make the temporary HP equal to 1d6+Wis mod. Potentially double Wis mod at very high level, since PC HP tends to get pretty big after a while, even without a positive Con mod.
That is ... not enough of a nerf. I've DMed a game at level 6, with the twilight cleric giving off 1d6+6 points. Based on your suggestion, it probably would be 1d6+4 or +5. That's a trivial nerf.
 

NotAYakk

Legend

Channel Divinity: Twilight Sanctuary​

2nd-level Twilight Domain feature

You can use your Channel Divinity to refresh your allies with soothing twilight.

As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:

  • You grant it temporary hit points equal to 1d6 plus your cleric level.
  • You end one effect on it causing it to be charmed or frightened.
I'd aim for a higher impact at point of use, and lesser later.

(By the way, I really really hate the "smart pasting" garbage that re-injects stripped out formatting.)

Channel Divinity: Twilight Sanctuary

2nd-level Twilight Domain feature

You can use your Channel Divinity to refresh your allies with soothing twilight.

As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. For every creature in the sphere when you create it, you can grant that creature both of these benefits:

You grant it temporary hit points equal to 2d6 plus your cleric level while they are in the sphere
You end one effect on it causing it to be charmed or frightened.

Creatures of your choice who end their turn within the sphere with less than 1/2 of your cleric level (min 1) in temporary HP gain 1/2 of your cleric level in temporary HP that last while they are in the sphere. While within the sphere all creatures have advantage on saving throws against being charmed or frightened.

---

This ability now has a larger initial "oomph". It then has a lesser effect, producing a "sanctuary" effect.

The temporary HP goes away if they leave the sphere. If expended, you get back 1/2 of your cleric level instead of the full amount each turn. And instead of just stripping a condition, they get advantage on saves while within the sphere.

We only have 1 roll, so no "reroll until it rolls good".

There is tension between "get temporary HP early" and "remove conditions"; if you expect the dragon to use dragonfear, holding off until it does seems like a good idea. But then you'll have to eat a breath weapon without the buffer.
 

Blue

Ravenous Bugblatter Beast of Traal
Adding Concentration is a complete non-starter. It interferes heavily with the primary full caster abilities and spell selections of the cleric.
 

Mistwell

Crusty Old Meatwad (he/him)
Yes, this is the point of the nerf. By adding concentration to an effect as powerful as Twilight Sanctuary, the Cleric can still cast spells like spiritual weapon, guiding bolt, healing spells, and more, but they cannot layer it with spirit guardian, Circle of Power, or summon celestial or other insane combinations. Instead, they have to choose.
Yes I understand that's the point of the nerf, but that's a very rules-balance oriented answer and not a fun-focused answer. We can make the ability perfectly balanced, and so unappealing in fun that it becomes very boring. Which is why I said that just essentially shifts it to pre-combat everyone gets max temporary hit points. Which remains powerful, but deeply boring. There is no real chance then, no risk, no actual trade-off anymore in choices, it's just essentially a fixed number granted before combat and that's that. Balanced, and boring. This is the primary feature of this sub-class, and I'd prefer it to therefore be interesting.
 

Mistwell

Crusty Old Meatwad (he/him)
I'd aim for a higher impact at point of use, and lesser later.

(By the way, I really really hate the "smart pasting" garbage that re-injects stripped out formatting.)

Channel Divinity: Twilight Sanctuary

2nd-level Twilight Domain feature

You can use your Channel Divinity to refresh your allies with soothing twilight.

As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. For every creature in the sphere when you create it, you can grant that creature both of these benefits:

You grant it temporary hit points equal to 2d6 plus your cleric level while they are in the sphere
You end one effect on it causing it to be charmed or frightened.

Creatures of your choice who end their turn within the sphere with less than 1/2 of your cleric level (min 1) in temporary HP gain 1/2 of your cleric level in temporary HP that last while they are in the sphere. While within the sphere all creatures have advantage on saving throws against being charmed or frightened.

---

This ability now has a larger initial "oomph". It then has a lesser effect, producing a "sanctuary" effect.

The temporary HP goes away if they leave the sphere. If expended, you get back 1/2 of your cleric level instead of the full amount each turn. And instead of just stripping a condition, they get advantage on saves while within the sphere.

We only have 1 roll, so no "reroll until it rolls good".

There is tension between "get temporary HP early" and "remove conditions"; if you expect the dragon to use dragonfear, holding off until it does seems like a good idea. But then you'll have to eat a breath weapon without the buffer.
That is very intriguing.
 

Northern Phoenix

Adventurer
Yes I understand that's the point of the nerf, but that's a very rules-balance oriented answer and not a fun-focused answer. We can make the ability perfectly balanced, and so unappealing in fun that it becomes very boring. Which is why I said that just essentially shifts it to pre-combat everyone gets max temporary hit points. Which remains powerful, but deeply boring. There is no real chance then, no risk, no actual trade-off anymore in choices, it's just essentially a fixed number granted before combat and that's that. Balanced, and boring. This is the primary feature of this sub-class, and I'd prefer it to therefore be interesting.
The fact that you gain the enormous amount of temporary hit points every round is so powerful that it is absolutely worth using every round, and not just pre-combat. The choice is whether you use what is essentially a top-tier Twilight Cleric exclusive defensive concentration spell, or a different, probably offensive concentration spell.
 

Mistwell

Crusty Old Meatwad (he/him)
The fact that you gain the enormous amount of temporary hit points every round is so powerful that it is absolutely worth using every round, and not just pre-combat. The choice is whether you use what is essentially a top-tier Twilight Cleric exclusive defensive concentration spell, or a different, probably offensive concentration spell.
Again, you're purely focusing on power. Removing concentration spells or this from the clerics choices during combat is balanced, but not interesting or fun. I don't want the cleric feeling like healing everyone every round is the choice they need to make rather than using their most interesting spells (which require concentration). I feel like we got away from that choice in this edition, where the cleric no longer feels pressure to heal others with their action rather than cast their most interesting spells, and you'd have this cleric basically go right back to that situation. And it doesn't appear, in any way, to enforce the sub-class concept involved either - that choice doesn't feel "twilight" to me. It's purely a power balancing solution. And I appreciate it does accomplish that goal but I don't think it accomplishes the goals focused on making this a fun class to play.

@NotAYakk proposed I think a pretty good solution. It's both balanced and fun, without interfering with spells. It solves the multiple rolls issue, and reduces the power and makes it more in line with a Paladin aura.
 
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